Very little to add on my part -- adorable little game that stays exactly as long as it needs to. đź’š Fantastic work!
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Go Go Kobold!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Quirkiness | #106 | 3.732 | 3.732 |
| Secondary Theme Interpretation | #118 | 3.491 | 3.491 |
| Graphics | #125 | 3.973 | 3.973 |
| Overall | #159 | 3.503 | 3.503 |
| Soundtrack/SFX | #182 | 3.357 | 3.357 |
| Gameplay | #236 | 3.107 | 3.107 |
| Gameboy Soul | #280 | 3.357 | 3.357 |
Ranked from 112 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game meet GBJam's theme
Takes on a double meeting. Old Gold could refer to treasure from the old times, which this game revolves around, and Old Gold, because we want to throw out the old, unwanted stuff.
Comments
A decent game that tests attentiveness and speed.
I liked the way item variations are generated. Once, because of the star potion, I put in a ring and got burned by the dragon.
However, sometimes it’s hard to select the specific item I need, even when it’s right on top.
Not sure if you tried with controller, sadly the version of the engine I made this had a bug which crashes the game the moment you touch one :( reported and fixed, but you know, locked files. If it was something else wouldnlove to hear about more if you can redo it!
I’m glad you enjoyed some of it, the dragons patience does need some tuning, will look into it in a follow up patch (It will fire at you if there are too many item not sorted yet)
A cool and quick game, i really like the cute pixel art and the helpful tutorial
Simple and quick game. I played it a few times and was able to get a third undesired item in the dragon's list.
Is there an end state? Other than the dragon breathing fire, I wasn't sure if I was making progress because there isn't any other tangible or clear feedback for the player to gauge how they're doing (such as a score or a timer). As others have said, there also isn't a lot of clarity for when the dragon will spew fire, and I wasn't sure how to prevent it from doing so.
Nice artwork, good audio. Some polish on the UX would elevate the whole game.
Seeing comments people already wrote the feedback I have. I'd only like to add that the picking up cursor wasn't really intuitive. I'd just keep walking in between dragon and the pile and I'd feel like items sometimes wouldn't get picked up, because there's some distance in between the character and the cursor. But overall, really nice game! Very well presented
Oh, that's what he DOESN'T want. Boy, that took me a minute to understand. I thought it was four separate symbols. Maybe you just could have put an X through it?
I love the fire effect - I wish I could actually dodge it if I start messing up haha. Definitely gave me the feeling of being a hapless dragon minion. I especially like your stylistic choice to wrap the dragon's body around the screen frame. Very nice tiny game!
Congratulations user! You are the 100th person to review this game. For your prize you get to yap about the game.
Pretty cool I quite liked this one, it's simple and once I figured out what was going on I quickly tried to get more pieces finished without making mistakes. The only thing I'd say this game could be better on is the music being just kinda okay I guess. Like the song itself isn't bad, I just feel like the drums are kind of random if that makes sense. Overall I liked this little experience.
super cute little game! i really love the kobold and dragon sprites. really simple but fun gameplay too! the comments from the dragon are a really nice touch and made me laugh. i think i would have just had a “good” and “bad” sound effect and not thought to have word balloons. i really like your interpretation of the theme too. i would have never thought to make a dragon treasure sorting game even though my game also involves a dragon and treasure.
some thoughts/small nitpicks:
- it took me a little bit to figure out the rules because i immediately moved to pick up treasure and they disappeared. it wasn’t totally intuitive to me that i needed to move back over near the dragon’s head to see them again. i think it would have been better to just make that always visible rather than hiding it (our game suffers from a similar issue with the HUD actually lol).
- i feel like sometimes i got roasted for not doing anything. i guess maybe i took too long? i did notice the dragon starts to look angry and says “quick” but it felt like there wasn’t much warning before he breathed fire. i wonder if more feedback on that could help. maybe some screenshake or a little smoke coming out of his nose could help to warn the player. actually, because i’m not generally looking at the dragon most of the time, a sound effect might be best to signal to the player that it’s getting impatient.
- i would like the kobold to move just a little faster. it felt like just moving back and forth took too long. it did add a lot of tension when i feel like he’s moving really slow and the dragon is yelling to speed up!
- picking up a specific item was pretty tricky when they start stacking up on each other. i guess this is part of the game’s design though, so despite being frustrating to me as a player it makes sense.
- the music is nice and catchy but gets a little repetitive. another possibility to give the player more feedback on how they’re doing would be to have a subtle shift in the music each time they lose a heart. so it could get a little angrier and less happy sounding. i’m not much of a musician, so i don’t know how i’d go about doing that but it could be cool lol.
really nice game. well done!
Cute game with a fun presentation (especially the art)! I think I lucked out on the rules on my winning run, I had three specific "no circle version of X item" rules and then a "no circles at all" rule.
Other comments have touched on my feedback already, which is that I didn't realize the dragon told you the rules (I usually don't look at the screenshots or read before playing), and the overlapping items can make it difficult. My suggestion for the latter would be to prioritize items added last (and are on top of the draw order) when picking stuff up.









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